Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Jean-Marie Burkhardt

dblp:79/1224 · DBLP profile ↗
← Back
28ranked-venue papers
4as first author
2since 2021 · last 2025
0000-0003-4417-6430ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 22 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8Artificial intelligence and machine learning · 2Software engineering, systems software and programming languages · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
8 papers
Haptics and multimodal interaction · 51% Collaborative and social computing · 22% Immersive interaction · 16%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 79% Visualization and visual analytics · 14% Computer animation and physical simulation · 6%

Topics — the 15 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
0.112012
Haptics and graphic analogies for the understanding of atomic force microscopy · Int. J. Hum. Comput. Stud. 2012
Virtual and augmented reality
immersive interaction
0.122007
The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments · VR 2007
Virtual Technical Trainer: Learning How to Use Milling Machines with Multi-Sensory Feedback in Virtual Reality · VR 2005
Virtual and augmented reality › immersive interaction
virtual object manipulation
0.122007
The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments · VR 2007
Influence of Color/Display Ratio on the Perception of Mass of Manipulated Objects in Virtual Environments · VR 2005
Collaborative and social computing › computer-mediated communication
online discussion
0.112008
User and developer mediation in an Open Source Software community: Boundary spanning through cross participation in online discussions · Int. J. Hum. Comput. Stud. 2008
Collaborative and social computing › peer production
open source communities
0.112008
User and developer mediation in an Open Source Software community: Boundary spanning through cross participation in online discussions · Int. J. Hum. Comput. Stud. 2008
Haptics and multimodal interaction › visuo-haptic illusion
pseudo-haptics
0.122004
Feeling bumps and holes without a haptic interface: the perception of pseudo-haptic textures · CHI 2004
"Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System · VR 2001
Immersive interaction
3d object manipulation
0.112006
Haptic Hybrid Rotations: Overcoming Hardware Angular Limitations of Force-Feedback Devices · VR 2006
Immersive interaction
virtual reality locomotion
0.112006
Camera Motions Improve the Sensation of Walking in Virtual Environments · VR 2006
Interaction techniques and input › input device
control/display ratio
0.112005
Influence of Color/Display Ratio on the Perception of Mass of Manipulated Objects in Virtual Environments · VR 2005
Haptics and multimodal interaction
haptic perception
0.112005
Influence of Color/Display Ratio on the Perception of Mass of Manipulated Objects in Virtual Environments · VR 2005
Haptics and multimodal interaction › multimodal perception
sensory integration
0.012001
"Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System · VR 2001
Computer animation and physical simulation
camera motion
0.012006
Camera Motions Improve the Sensation of Walking in Virtual Environments · VR 2006
Haptics and multimodal interaction › haptic feedback
force feedback
0.012005
Virtual Technical Trainer: Learning How to Use Milling Machines with Multi-Sensory Feedback in Virtual Reality · VR 2005
Learning and educational technologies
simulation-based training
0.012005
Virtual Technical Trainer: Learning How to Use Milling Machines with Multi-Sensory Feedback in Virtual Reality · VR 2005
Interaction techniques and input › target selection › pointing
cursor control
0.012004
Feeling bumps and holes without a haptic interface: the perception of pseudo-haptic textures · CHI 2004

Methods — techniques the papers use, named apart from their topics

user study · 0.2psychophysical experiment · 0.1plastic deformation algorithm · 0.1haptic rendering · 0.1discrimination task · 0.1audio feedback · 0.1boundary spanning · 0.1user experiment · 0.1control-display ratio manipulation · 0.0
YearPublicationVenuePosition
2025 Strategies at the platform-train interface: in the pursuit of psychological comfort?
abstract
Platform-train interface (PTI) is a shared space with several interactions between travellers. These interactions lead to congestion, delays, safety concerns at PTI and resulting in a negative experience for users. Understanding individual behaviour is crucial to improving pedestrian flow at stations and users’ experience, to fine supporting public transport use. This study aims to understand how individuals experience and behaviour at PTI. Specifically, we investigate psychological comfort and its link with approach/avoidance strategies (AAS) used by travellers at PTI. Based on the critical incidents technique, 22 interviews were conducted. Participants were asked to describe multiple trips according to their valence (positive v. negative). Seventy-seven critical incidents representing 125 route sections involving a station were collected, coded and analysed through multiple correspondence analysis (MCA), to determine reasons of incidents’ valence. The descriptive analysis of the 125 sections aims at identifying AAS used by individuals at PTI. Results suggest that reasons of the valence of the trip (e.g., security or density) could be related to the different psychological comfort’s dimensions. AAS reported seem to be aimed at increasing psychological comfort. Finally, we observed that while crowds usually link to avoidance strategies, in specific cases of uncertainty travellers also reported approaching a crowd.
Xavier Leonce, Jean-Marie Burkhardt, Lucia Bosone
Behav. Inf. Technol.2
2025 Highlights from the 35th European conference on cognitive ergonomics (ECCE 2024)
abstract
International audience
Stéphane Safin, Flore Barcellini, Jean-Marie Burkhardt
Behav. Inf. Technol.3
2014 A Situated Approach of Roles and Participation in Open Source Software Communities
abstract
Our research aims at understanding the various forms of participation in Open Source Software (OSS) design, seen as distributed design in online spaces of actions–discussion, implementation, and boundary between these spaces. We propose a methodology—based on situated analyses of a formal design process used in the Python project—to identify the distribution of actual roles (implementation, interactive, group, and design oriented) performed by participants into and between the spaces (defining boundary spaces). This notion of roles is grounded in collaborative design activities performed online by participants. This way, our findings complete the core-periphery model of participation in OSS. Concerning the distribution of roles between spaces, we reveal a map of participation in OSS: The majority of participants are pure discussants, but all participants in the implementation spaces do also act in the discussion space, and few participants act at boundary spaces. Concerning the distribution of roles between participants in the discussion space, we reveal that interactions are structured by a central hub (occupied by key participants) and that, whereas design-oriented roles are spread among all participants, group-oriented roles are performed by one or two participants in the respective spaces and at their boundary. Finally, combination of roles reveals five individual profiles performed by participants. Our approach could be extended to other design situations to explore relationships between forms of participation—in particular, those revealing use-oriented contributions—performance, and quality of the design product. Finally, it could be a basis for specifying tools to monitor and manage community activity for both research issues and support of online community.
Flore Barcellini, Françoise Détienne, Jean-Marie Burkhardt
Hum. Comput. Interact.3
2014 Needs' elaboration between users, designers and project leaders: Analysis of a design process of a virtual reality-based software
Emilie Loup-Escande, Jean-Marie Burkhardt, Olivier Christmann, Simon Richir
Inf. Softw. Technol.2
2012 Haptics and graphic analogies for the understanding of atomic force microscopy
Guillaume Millet, Anatole Lécuyer, Jean-Marie Burkhardt, D. Sinan Haliyo, Stéphane Régnier
Int. J. Hum. Comput. Stud.3
2012 Evaluation of the quality of collaboration between the client and the therapist in phobia treatments
abstract
A growing number of empirical studies evaluate the influence of Mental Health (MH) technology on the clinical effectiveness, the therapeutic relationship (i.e., therapeutic alliance), and usability issues. However, to the authors’ knowledge, no studies have yet been performed regarding the influence of technology on the therapeutic process in terms of collaboration. This study evaluates the quality of collaboration between the client and therapist in Augmented Reality Exposure Therapy (ARET) context and the traditional, In Vivo Exposure Therapy (IVET) context with the Therapeutic Collaborative Scale (TCS). Twenty participants received an intensive session of cognitive behavioral therapy in either a technology-mediated therapeutic context or in a traditional therapeutic context. The results indicate that both therapeutic conditions show high collaboration scores. However, the asymmetry of roles between the therapist and the client under both conditions were detected. Also, a greater level of distraction was observed for therapists in ARET, which affected the quality of the therapists’ involvement in the therapeutic session. The implications of these results are discussed.
Maja Wrzesien, Jean-Marie Burkhardt, Cristina Botella, Mariano Alcañiz Raya
Interact. Comput.2
2011 Task Descriptions Using Academic Oriented Modelling Languages: A Survey of Actual Practices across the SIGCHI Community
Stanislas Couix, Jean-Marie Burkhardt
INTERACT (3)2
2011 How Technology Influences the Therapeutic Process: A Comparative Field Evaluation of Augmented Reality and In Vivo Exposure Therapy for Phobia of Small Animals
Maja Wrzesien, Jean-Marie Burkhardt, Mariano Alcañiz Raya, Cristina Botella
INTERACT (1)2
2009 Assessing the "Quality of Collaboration" in Technology-Mediated Design Situations with Several Dimensions
Jean-Marie Burkhardt, Françoise Détienne, Anne-Marie Hébert, Laurence Perron
INTERACT (2)1
2008 An Intelligent Tutoring System for Training and Learning in a Virtual Environment for High-Risk Sites
abstract
This paper presents our virtual environment for training at high-risk sites (SEVESO sites). In order to enhance this environment, we have integrated into it an intelligent tutoring system called HERA. This system uses the print trace to which the learning process gives rise, and produces an activity trace using plan-recognition techniques. In this paper we present the main components (modules, models) of HERA, and its features for tracking the learner. We explain how HERA retrieves data and transmits them to the learner and the trainer. The data concern the task realized, the errors committed and their type, the potential risks, and comments and explanations about the errors and risky situations.
Kahina Amokrane, Domitile Lourdeaux, Jean-Paul A. Barthès, Jean-Marie Burkhardt
ICTAI (2)4
2008 SAILOR: a 3-D medical simulator of loco-regional anaesthesia based on desktop virtual reality and pseudo-haptic feedback
abstract
Anaesthesia is a medical act which eliminates the feeling of pain as well as the motor reactions of a person, before performing a surgical operation. Loco-Regional Anaesthesia (LRA) concerns only a part of the body such as the front arm or leg. This practice is increasingly used today notably because the patient can remain conscious and can recover more rapidly. However, LRA still remains a risky procedure. In this paper, we introduce a novel medical simulator called SAILOR for the training for LRA with neurostimulation. SAILOR is based on desktop virtual reality, realistic 3-D rendering and interactive techniques with a classical mouse and keyboard. It simulates the various biological phenomena which can occur during an anaesthesia procedure. We also introduce a novel pseudo-haptic effect to enhance the palpation of the virtual patient's body and feel the inner organs. The first feedback from users of the commercialized DVD version of SAILOR as well as the results of pilot tests suggest that this simulator is a very promising tool for education and training for LRA.
Lazar Bibin, Anatole Lécuyer, Jean-Marie Burkhardt, Alain Delbos, Madeleine Bonnet
VRST3
2008 User and developer mediation in an Open Source Software community: Boundary spanning through cross participation in online discussions
Flore Barcellini, Françoise Détienne, Jean-Marie Burkhardt
Int. J. Hum. Comput. Stud.3
2008 A socio-cognitive analysis of online design discussions in an Open Source Software community
abstract
This paper is an analysis of online discussions in an Open Source Software (OSS) design community, the Python project. Developers of Python are geographically distributed and work online asynchronously. The objective of our study is to understand and to model the dynamics of the OSS design process that takes place in mailing list exchanges. We develop a method to study distant and asynchronous collaborative design activity based on an analysis of quoting practices. We analyze and visualize three aspects of the online dynamics: social, thematic temporal, and design. We show that roles emerge during discussions according to the involvement and the position of the participants in the discussions and how they influence participation in the design discussions. In our analysis of the thematic temporal dynamics of discussion, we examine how themes of discussion emerge, diverge, and are refined over time. To understand the design dynamics, we perform a content analysis of messages exchanged between developers to reveal how the online discussions reflect the “work flow” of the project: it provides us with a picture of the collaborative design process in the OSS community. These combined results clarify how knowledge and artefacts are elaborated in this epistemic, exploration-oriented, OSS community. Finally, we outline the need to automate of our method to extend our results. The proposed automation could have implications for both researchers and participants in OSS communities.
Flore Barcellini, Françoise Détienne, Jean-Marie Burkhardt, Warren Sack
Interact. Comput.3
2008 A study of the modification of the speed and size of the cursor for simulating pseudo-haptic bumps and holes
abstract
In previous work on so-called pseudo-haptic textures, we investigated the possibility of simulating sensations of texture without haptic devices by using the sole manipulation of the speed of a mouse cursor (a technique called speed technique). In this paper, we describe another technique (called Size technique) to enhance the speed technique and simulate texture sensations by varying the size of the cursor according to the local height of the texture displayed on the computer screen. With the size technique, the user would see an increase (decrease) in cursor size corresponding to a positive (negative) slope of the texture. We have conducted a series of experiments to study and compare the use of both the size and speed technique for simulating simple shapes like bumps and holes. In Experiment 1, our results showed that participants could successfully identify bumps and holes using the size technique alone. Performances obtained with the size technique reached a similar level of accuracy as found previously with the speed technique alone. In Experiment 2, we determined a point of subjective equality between bumps simulated by each technique separately, which suggests that the two techniques provide information that can be perceptually equivalent. In Experiment 3, using paradoxical situations of conflict between the two techniques, we have found that participants' answers were more influenced by the size technique, suggesting a dominance of the size over the speed technique. Furthermore, we have found a mutual reinforcement of the techniques, i.e., when the two techniques were consistently combined, the participants were more efficient in identifying the simulated shapes. In Experiment 4, we further observed the complex interactions between the information associated with the two techniques in the perception and in the decision process related to the accurate identification of bumps and holes. Taken together, our results promote the use of both techniques for the low-cost simulation of texture sensations in applications, such as videogames, internet, and graphical user interfaces.
Anatole Lécuyer, Jean-Marie Burkhardt, Chee-Hian Tan
ACM Trans. Appl. Percept.2
2007 The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments
abstract
This paper describes an experiment conducted to study the influence of visual appearance of user's avatar (or 3D cursor) on the manipulation of virtual objects in virtual environments (VE). Participants were asked to pick up a virtual cube and place it at a random location in a VE. We found that one visual property of the avatar (the presence or absence of a directional cue) could influence the way participants picked up the cube in the VE. When using an avatar or a 3D cursor with a strong directional cue (e.g., arrows pointing to the left or right), participants generally picked up the cube by a specific side (e.g., right or left side). When using 3D cursors with no main directional cue, participants more frequently picked up the virtual cube by its front or top
Abdelmajid Kadri, Anatole Lécuyer, Jean-Marie Burkhardt, Simon Richir
VR3
2006 A Comparison of Three Techniques to Interact in Large Virtual Environments Using Haptic Devices with Limited Workspace
Lionel Dominjon, Anatole Lécuyer, Jean-Marie Burkhardt, Simon Richir
Computer Graphics International3
2006 Haptic Hybrid Rotations: Overcoming Hardware Angular Limitations of Force-Feedback Devices
abstract
This paper describes a new interaction technique called haptic hybrid rotations to overcome the physical angular limitations of force-feedback devices when manipulating virtual objects. This technique is based on a hybrid control of the object manipulated with the device. When approaching the angular mechanical stops of the device, the control mode switches from angular position-control to rate-control. The forcefeedback of the device is used to simulate the use of an elastic device in the rate-control mode. An experiment was carried out to compare this technique with two other common alternatives that are used when manipulating virtual objects with force-feedback devices: rotations scaling, and the clutching technique. Our results showed that haptic hybrid rotations were both the fastest and the most appreciated technique for the proposed experiment.
Lionel Dominjon, Simon Richir, Anatole Lécuyer, Jean-Marie Burkhardt
VR4
2006 Camera Motions Improve the Sensation of Walking in Virtual Environments
abstract
This paper investigates the use of camera motions, in order to improve the sensation of walking in a Virtual Environment. A simple model of camera motion is first proposed. This model uses: (1) oscillating motions for the position of the camera, and (2) a compensation motion which changes the orientation of the camera and simulate oculomotor compensation to keep a constant focal point when walking. Then we describe two experiments which were conducted to study the characteristics of our model and the preference of the users in terms of sensation of walking. The first experiment compared the use of oscillating camera motions along the three directions of space. The oscillating motions were all preferred to the control condition (i.e. a linear motion, as if the user was driving a car). Furthermore, the participants preferred oscillating motions along the vertical axis, compared with the two other directions of space. The second experiment was focused on the use of a compensation motion. It showed that on average participants preferred a compensated motion during the walk, as compared with a motion with a constant orientation of the camera. These results are consistent with the way our body and eyes move naturally when walking in real life. Taken together, our results suggest that camera motions can considerably improve the sensation of walking in virtual environments. Camera motions could be further introduced in numerous applications of virtual reality in which the simulation of walking is important, such as: architectural visits, training simulations, or videogames.
Anatole Lécuyer, Jean-Marie Burkhardt, Jean-Marie Henaff, Stéphane Donikian
VR2
2006 A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software
Warren Sack, Françoise Détienne, Nicolas Ducheneaut, Jean-Marie Burkhardt, Dilan Mahendran, Flore Barcellini
Comput. Support. Cooperative Work.4
2005 Thematic coherence and quotation practices in OSS design-oriented online discussions
abstract
This paper presents an analysis of online discussions in Open Source Software (OSS) design. The objective of our work is to understand and model the dynamics of OSS design that take place in mailing list exchanges. We show how quotation practices can be used to locate design relevant data in discussion archives. OSS developers use quotation as a mechanism to maintain the discursive context. To retrace thematic coherence in the online discussions of a major OSS project, Python, we follow how messages are linked through quotation practices. We compare our quotation-based analysis with a more conventional analysis: a thread-based of the reply-to links between messages. The advantages of a quotation-based analysis over a thread-based analysis are outlined. Our analysis reveals also the links between the social structure and elements in the discussion space and how it shapes influence in the design process.
Flore Barcellini, Françoise Détienne, Jean-Marie Burkhardt, Warren Sack
GROUP3
2005 Virtual Technical Trainer: Learning How to Use Milling Machines with Multi-Sensory Feedback in Virtual Reality
abstract
This paper describes the use and characteristics of a virtual reality system called the Virtual Technical Trainer (VTT). This system is dedicated to vocational training courses on using and programming numerically-controlled milling machines. It aims at replacing the conventional mechanical milling machines which are currently used in such vocational training courses. VTT proposes an interactive manipulation of a cutter of a virtual milling machine, with visual, audio and haptic (force) feedback. VTT uses a haptic device which was specifically designed for the purpose of our pedagogical application. When the virtual cutter mills a piece of material, a plastic deformation algorithm is used and the material is progressively carved. Trainees can feel the cutting effort thanks to a force feedback which varies as a function of different simulation parameters (rotation speed of the tool, type of material to carve, etc). Realistic audio feedback (which was recorded in real situations) and additional visual assistances may be added, in order to increase the perception and understanding of the milling task. A preliminary evaluation of VTT showed that this simulator could be used by vocational trainers successfully. It could help them to teach the basic principles of machining at the first stages of vocational training courses on numerically-controlled milling machines. 1
Franck Crison, Anatole Lécuyer, Daniel Mellet d'Huart, Jean-Marie Burkhardt, Georges Michel, Jean-Louis Dautin
VR4
2005 Influence of Color/Display Ratio on the Perception of Mass of Manipulated Objects in Virtual Environments
abstract
This paper describes two psychophysical experiments which were conducted to evaluate the influence of the control/display (C/D) ratio on the perception of mass of manipulated objects in virtual environments (VE). In both experiments, a discrimination task was used in which participants were asked to identify the heavier object between two virtual balls. Participants could weigh each ball via a haptic interface and look at its synthetic display on a computer screen. Unknown to the participants, two parameters varied between each trial: the difference of mass between the balls and the C/D ratio used in the visual display when weighing the comparison ball. The data collected demonstrated that the C/D ratio significantly influenced the result of the mass discrimination task and sometimes even reversed it. The absence of gravity force largely increased this effect. These results suggest that if the visual motion of a manipulated virtual object is amplified when compared to the actual motion of the user's hand (i.e. if the C/D ratio used is smaller than 1), the user tends to feel that the mass of the object decreases. Thus, decreasing or amplifying the motions of the user in a VE can strongly modify the perception of haptic properties of objects that he/she manipulates. Designers of virtual environments could use these results for simplification considerations and also to avoid potential perceptual aberrations.
Lionel Dominjon, Anatole Lécuyer, Jean-Marie Burkhardt, Paul Richard, Simon Richir
VR3
2004 Feeling bumps and holes without a haptic interface: the perception of pseudo-haptic textures
abstract
We present a new interaction technique to simulate textures in desktop applications without a haptic interface. The proposed technique consists in modifying the motion of the cursor on the computer screen - i.e. the Control/Display ratio. Assuming that the image displayed on the screen corresponds to a top view of the texture, an acceleration (or deceleration) of the cursor indicates a negative (or positive) slope of the texture. Experimental evaluations showed that participants could successfully identify macroscopic textures such as bumps and holes, by simply using the variations of the motion of the cursor. Furthermore, the participants were able to draw the different profiles of bumps and holes which were simulated, correctly. These results suggest that our technique enabled the participants to successfully conjure a mental image of the topography of the macroscopic textures. Applications for this technique are: the feeling of images (pictures, drawings) or GUI components (windows' edges, buttons), the improvement of navigation, or the visualization of scientific data.
Anatole Lécuyer, Jean-Marie Burkhardt, Laurent Étienne
CHI2
2002 Evaluation of the Command and Control Cube
abstract
Application control in virtual environments (VE) is still an open field of research. The Command and Control Cube (C/sup 3/) developed by Grosjean et al. (2001) is a quick access menu for the VE configuration called workbench (a large screen displaying stereoscopic images). The C/sup 3/ presents two modes, one with the graphical display of the cubic structure associated to the C/sup 3/ and a blind mode for expert users, with no feedback. We conduct formal tests of the C/sup 3/ under four different conditions: the visual mode with the graphical display, the blind mode with no feedback and two additional conditions enhancing the expert blind mode: a tactile mode with the tactile feedback, of a Cyberglove/spl trade/ and a sound mode with a standard audio device. Results show that the addition of sound and tactile feedback is more disturbing to the users than the blind mode. The visual mode performs the best although the blind mode achieves some promising results.
Jérôme Grosjean, Jean-Marie Burkhardt, Sabine Coquillart, Paul Richard
ICMI2
2002 Object-Oriented Program Comprehension: Effect of Expertise, Task and Phase
Jean-Marie Burkhardt, Françoise Détienne, Susan Wiedenbeck
Empir. Softw. Eng.1
2001 "Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System
abstract
Describes a psychophysical experiment designed to study the phenomenon of illusion which occurs with pseudo-haptic feedback, and to identify the moment when this illusion occurs: the "boundary of illusion". The subjects were given the task of deciding which of two virtual springs is the stiffer, these springs being simulated with a PHANToM/sup TM/ force feedback device and displayed on a monoscopic computer screen. The first spring had a realistic behavior, since its visual and haptic displacements were identical. The second spring-the pseudo-haptic one-was stiffer on a haptic basis, but sometimes less stiff on a visual basis. The data collected allowed us to calculate the visual point of subjective equality (PSE) between the two springs, which represents the boundary of the sensory illusion. On average, a high value of PSE turned out to be -24%. This value increased monotonically when the haptic difference between the springs increased. This implies that more visual deformation is necessary to compensate for large haptic differences and qualifies the notion of visual dominance. However, this boundary varies greatly depending on the subjects and their sensory integration strategy. The subjects were sensitive to this illusion to varying degrees. They were divided into different populations-from those who were "haptically oriented" to those who were "visually oriented".
Anatole Lécuyer, Jean-Marie Burkhardt, Sabine Coquillart, Philippe Coiffet
VR2
1997 Mental Representations Constructed by Experts and Novices in Object-Oriented Program Comprehension
Jean-Marie Burkhardt, Françoise Détienne, Susan Wiedenbeck
INTERACT1
1995 An empirical study of software reuse by experts in object-oriented design
Jean-Marie Burkhardt, Françoise Détienne
INTERACT1